-- See LICENSE for terms

-- local some globals
local ResourceScale = const.ResourceScale
local vkW = const.vkW
local vkA = const.vkA
local vkS = const.vkS
local vkD = const.vkD
local Min = Min
local ValueLerp = ValueLerp
local Sleep = Sleep
local PlayFX = PlayFX
local PlaySound = PlaySound
local MovePointAway = MovePointAway
local IsKeyPressed = terminal.IsKeyPressed
local IsValid = IsValid
local GetTerrainCursor = GetTerrainCursor
local MapFindNearest = MapFindNearest
--~ local axis_z = axis_z

local rc_obj
do -- add shortcut actions
	local Actions = ChoGGi.Temp.Actions
	local c = #Actions

	c = c + 1
	Actions[c] = {ActionName = T(302535920011210, "Remote: Fire Missile"),
		ActionId = "RCRemote.FireMissile",
		OnAction = function()
			if rc_obj and rc_obj:IsKindOf("RCRemote") then
				rc_obj:FireRocket()
			end
		end,
		ActionToggle = true,
		ActionShortcut = "Q",
		ActionBindable = true,
		ActionMode = "RCRemote",
	}

	c = c + 1
	Actions[c] = {ActionName = T(302535920011211, "Remote: Jump Forward"),
		ActionId = "RCRemote.JumpForward",
		OnAction = function()
			if rc_obj and rc_obj:IsKindOf("RCRemote") then
				CreateGameTimeThread(rc_obj.JumpForward, rc_obj)
			end
		end,
		ActionToggle = true,
		ActionShortcut = "E",
		ActionBindable = true,
		ActionMode = "RCRemote",
	}

	c = c + 1
	Actions[c] = {ActionName = T(302535920011212, "Remote: Toggle Speed"),
		ActionId = "RCRemote.ToggleSpeed",
		OnAction = function()
			if rc_obj and rc_obj:IsKindOf("RCRemote") then
				rc_obj:ToggleSpeed()
			end
		end,
		ActionToggle = true,
		ActionShortcut = "Shift",
		ActionBindable = true,
		ActionMode = "RCRemote",
	}

	c = c + 1
	Actions[c] = {ActionName = T(302535920011213, "Remote: Move Forward"),
		ActionId = "RCRemote.Forward",
		OnAction = function()
			if rc_obj and rc_obj:IsKindOf("RCRemote") then
				rc_obj:MoveRC(1)
			end
		end,
		ActionToggle = true,

		ActionShortcut = "W",
		ActionBindable = true,
		ActionMode = "RCRemote",
	}

	c = c + 1
	Actions[c] = {ActionName = T(302535920011214, "Remote: Move Backward"),
		ActionId = "RCRemote.Backward",
		OnAction = function()
			if rc_obj and rc_obj:IsKindOf("RCRemote") then
				rc_obj:MoveRC(2)
			end
		end,
		ActionShortcut = "S",
		ActionBindable = true,
		ActionMode = "RCRemote",
	}

	c = c + 1
	Actions[c] = {ActionName = T(302535920011215, "Remote: Move Left"),
		ActionId = "RCRemote.Left",
		OnAction = function()
			if rc_obj and rc_obj:IsKindOf("RCRemote") then
				rc_obj:MoveRC(3)
			end
		end,
		ActionShortcut = "A",
		ActionBindable = true,
		ActionMode = "RCRemote",
	}

	c = c + 1
	Actions[c] = {ActionName = T(302535920011216, "Remote: Move Right"),
		ActionId = "RCRemote.Right",
		OnAction = function()
			if rc_obj and rc_obj:IsKindOf("RCRemote") then
				rc_obj:MoveRC(4)
			end
		end,
		ActionShortcut = "D",
		ActionBindable = true,
		ActionMode = "RCRemote",
	}
end -- do

DefineClass.RCRemote = {
	__parents = {
		"BaseRover",
		"ComponentAttach",
	},
	description = T(302535920011218, [[Remote controlled RC

WASD to move.
Q to fire rocket.
E to jump forward.
Shift to toggle high speed.]]),

	entity = "DroneTruck",
--~ 	accumulate_dust = false,
	status_text = false,
	-- refund res
	on_demolish_resource_refund = { Metals = 20 * ResourceScale, MachineParts = 20 * ResourceScale , Electronics = 10 * ResourceScale },

	-- are we moving
	rc_moving = false,
	-- direction we're moving in
	move_dir = 0,

	-- 3 times as fast
	move_speed = 3000,
	-- how fast we go with shift
	move_speed_mul = 6,
	-- how much to jump forward
	jump_move_dist = 10000,
	jump_move_spot = "Droneentrance",
	-- trying to move mid-air causes issues
	jumping = false,

	-- select/moving sounds
	fx_actor_class = "ExplorerRover",

	-- my hacky way of moving the rover (get a pos offset from the spot pos)
	dir_lookup = {
		[1] = {
			spot = "Droneentrance",
			amount = 1000,
		},
		[2] = {
			spot = "Droneentrance",
--~ 			amount = -1000,
			amount = -5
			,
		},
		[3] = {
			spot = "Dust2",
			amount = 5,
		},
		[4] = {
			spot = "Dust1",
			amount = 5,
		},
	},

	palette = {
		"rover_base",
		"rover_dark",
		"rover_accent",
		"none"
	},

	-- show the pin info
	pin_rollover = T(51, "<ui_command>"),
}

function RCRemote:GameInit()
	self.status_text = T(6722, "Idle")
	BaseRover.GameInit(self)

	-- Colour #, Colour, Roughness, Metallic (r/m go from -128 to 127)
	-- middle area
	self:SetColorizationMaterial(1, -6653022, 12, 32)
	-- body
	self:SetColorizationMaterial(2, -7141339, 12, 32)
	-- color of bands
	self:SetColorizationMaterial(3, -6381922, 0, 12)
end

local function parabola(x)
	return 4 * x - x * x / 25
end
function RCRemote:RetParabola(from, to)
	local parabola_h = Min(from:Dist(to), 50 * guim)
	local pos_lerp = ValueLerp(from, to, 100)
	local steps = 10
	local vertices = {}
	for i = 0, steps do
		local x = i * (100 / steps)
		local pos = pos_lerp(x)
		pos = pos:AddZ(parabola(x) * parabola_h / 100)
		vertices[i+1] = pos
	end
	return vertices
end

function RCRemote:Getui_command()
	return self.status_text
end

-- 1 forward, 2 backwards, 3 left, 4 right
function RCRemote:JumpForward()
	self.jumping = true
	PlayFX("Moving", "start", self)
	self:SetState("moveWalk")

	self.fx_actor_class = "JumperShuttle"
	PlayFX("Jump", "start", self)
	PlayFX("JumpUp", "start", self)
	PlayFX("Accelerate", "start", self)
	Sleep(150)

	local old_pos = self:GetPos()
	local pos = MovePointAway(
		old_pos,
		self:GetSpotLoc(self:GetSpotBeginIndex(self.jump_move_spot)),
		self.jump_move_dist
	)
	local points = self:RetParabola(old_pos, pos)
	local count = #points
	for i = 1, count do
		if i == count then
			self:SetPos(points[i]:SetTerrainZ(), 250)
		else
			self:SetPos(points[i], 250)
		end
		Sleep(250)
	end
	self.fx_actor_class = "ExplorerRover"
	PlayFX("Moving", "end", self)
	self:SetState("idle")

	self.fx_actor_class = "JumperShuttle"
	PlayFX("Accelerate", "end", self)
	PlayFX("Jump", "end", self)
	PlayFX("JumpUp", "end", self)
	PlayFX("JumpDown", "start", self)
	Sleep(250)
	PlayFX("Jump", "end", self)
	PlayFX("JumpDown", "end", self)

	self.fx_actor_class = "ExplorerRover"
	self.jumping = false
end

function RCRemote:MoveRC(dir)
	-- if already moving in the same dir then abort
	if self.jumping or (self.command == "RemoteMove" and self.move_dir == dir) then
		return
	end
	self:SetCommand("RemoteMove", dir)
end

function RCRemote:ToggleSpeed()
	if self:GetMoveSpeed() == self.move_speed then
		self:SetMoveSpeed(self.move_speed * self.move_speed_mul)
	else
		self:SetMoveSpeed(self.move_speed)
	end
end

function RCRemote:RemoteMove(dir)
	-- vrrrmmm
	if not self.rc_moving then
		PlayFX("Moving", "start", self)
	end
	-- we need to use our own .moving so we don't get caught up in the dronebase one
	self.rc_moving = true
	self.move_dir = dir

	local dir_lookup = self.dir_lookup[dir]
	local pos = MovePointAway(
		self:GetPos(),
		self:GetSpotLoc(self:GetSpotBeginIndex(dir_lookup.spot)),
		dir_lookup.amount
	)
	self:GotoFromUser(pos:SetTerrainZ())

	if dir == 1 and IsKeyPressed(vkW) then
		self:RemoteMove(dir)
	elseif dir == 2 and IsKeyPressed(vkS) then
		self:RemoteMove(dir)
	elseif dir == 3 and IsKeyPressed(vkA) then
		self:RemoteMove(dir)
	elseif dir == 4 and IsKeyPressed(vkD) then
		self:RemoteMove(dir)
	else
		-- vrrrmmm...
		self.rc_moving = false
		self.move_dir = 0
		PlayFX("Moving", "end", self)
	end
end

local cls_removable = {"Deposition", "WasteRockObstructorSmall", "WasteRockObstructor", "StoneSmall"}
function RCRemote:FireRocket(target)
	local pt = GetTerrainCursor()
	target = target or MapFindNearest(pt, pt, 1500)
	if not IsValid(target) then
		return
	end

	local pos, _, axis = self:GetSpotLoc(self:GetSpotBeginIndex("Drone"))

	local rocket = PlaceObject("RocketProjectile", {
		shooter = self,
		target = target,
	})

	rocket:SetPos(pos)
	rocket.move_dir = axis
	rocket:StartMoving()

	self.fx_actor_class = "DefenceTower"
	PlayFX("MissileFired", "start", self, nil, pos, axis)
	self.fx_actor_class = "ExplorerRover"

	if target:IsKindOfClasses(cls_removable) then
		CreateGameTimeThread(self.ExplodeRock, self, target, rocket)
	end

end

function RCRemote:ExplodeRock(target, rocket)
	while rocket.move_thread do
		Sleep(500)
	end
	-- maybe it was removed before we arrived?
	if IsValid(target) then
		PlaySound("Mystery Bombardment ExplodeAir", "ObjectOneshot", nil, 0, false, target)
		PlayFX("GroundExplosion", "start", target, target, target:GetPos())
		target:delete()
	end
end

local pfFinished = const.pfFinished
local pfStranded = const.pfStranded
function RCRemote:Goto(...)
	local pfStep = self.Step
	local status = pfStep(self, ...)
	if status < 0 then
		return status == pfFinished
	end
	local pfSleep = self.MoveSleep
	while true do
--~ 		print(status)
		if status > 0 then
			pfSleep(self, status)
		elseif status == pfStranded then
			if not self:OnStrandedFallback(...) then
				break
			end
		else
			break
		end
		status = pfStep(self, ...)
	end
	self.last_spot_tried = false

	return status == pfFinished
end

function RCRemote:GotoFromUser(...)
	self.status_text = T(63, "Travelling")
	return BaseRover.GotoFromUser(self, ...)
end

function RCRemote:Idle()
	if self.rc_moving then
		self.rc_moving = false
		self.move_dir = 0
		PlayFX("Moving", "end", self)
	end

	self.status_text = T(6722, "Idle")

	self:SetState("idle")
	self:Gossip("Idle")

	DeleteThread(self.command_thread, true)
	self.command_thread = false
end

DefineClass.RCRemoteBuilding = {
	__parents = {"BaseRoverBuilding"},
	rover_class = "RCRemote",
}

function OnMsg.ClassesPostprocess()
	if not BuildingTemplates.RCRemoteBuilding then
		PlaceObj("BuildingTemplate", {
			"Id", "RCRemoteBuilding",
			"template_class", "RCRemoteBuilding",
			"construction_cost_Metals", 1000,
			"construction_cost_MachineParts", 1000,
			"construction_cost_Electronics", 1000,
			-- add a bit of pallor to the skeleton
			"palettes", AttackRover.palette,

			"dome_forbidden", true,
			"display_name", T(302535920011217, [[RC Remote]]),
			"display_name_pl", T(302535920011217, [[RC Remote]]),
			"description", T(302535920011218, [[Remote controlled RC

WASD to move.
Q to fire rocket.
E to jump forward.
Shift to toggle high speed.]]),
			"build_category", "ChoGGi",
			"Group", "ChoGGi",
			"display_icon", CurrentModPath .. "UI/rover_rc.png",
			"encyclopedia_exclude", true,
			"on_off_button", false,
			"entity", "RCRoverBuilding",
		})
	end
end

-- also fires when changing selection
local shortcuts_mode
function OnMsg.SelectionAdded(obj)
	if obj:IsKindOf("RCRemote") then
		-- set camera to follow mode (needs a delay or it's a funky camera mode)
		CreateRealTimeThread(function()
			WaitMsg("OnRender")
			Camera3pFollow(obj)
			rc_obj = obj
			-- enable kb controls, and gamepad
			shortcuts_mode = XShortcutsTarget and XShortcutsTarget:GetActionsMode()
			XShortcutsSetMode("RCRemote")
		end)
	elseif shortcuts_mode then
		XShortcutsSetMode(shortcuts_mode)
		shortcuts_mode = false
	end
end
function OnMsg.SelectionRemoved()
	-- go back to normal controls
	if shortcuts_mode then
		XShortcutsSetMode(shortcuts_mode)
		shortcuts_mode = false
	end
end

local orig = XShortcutsSetMode
function XShortcutsSetMode(shortcuts_mode, ...)
	print(shortcuts_mode)
	return orig(shortcuts_mode, ...)
end

-- add all the rc skins with Droneentrance spot (maybe add the rest when I'm not lazy)
local entity = {
	"DroneTruck",
	"RoverTransport",
	"CombatRover",
}

local palettes = {
	RCRover.palette,
	RCTransport.palette,
	AttackRover.palette,
}

if g_AvailableDlc.gagarin then
	entity[#entity+1] = "RoverIndiaConstructor"
	palettes[#palettes+1] = RCConstructor.palette
	entity[#entity+1] = "RoverRussiaDriller"
	palettes[#palettes+1] = RCDriller.palette
	entity[#entity+1] = "RoverEuropeCuriosityRC"
	palettes[#palettes+1] = RCSensor.palette
	entity[#entity+1] = "RoverChinaSolarRC"
	palettes[#palettes+1] = RCSolar.palette
end

function RCRemote:GetSkins()
	return entity, palettes
end

